How many missions in tiberian sun
Twisted Insurrection also adds a third, new faction: Globotech. The buildings this mod adds are so much better than those in Tiberian Sun—from the way they animate when constructed, to how they look when they interact with units and, most importantly, how they crumble and explode. Although visually superior, the new structures are designed very much in the spirit of Tiberian Sun, and they look in keeping with the few original buildings that remain.
But the dozens of new details, such as road markings, signage, crates and barricades, collectively play a huge part in making this feel like a richer and well-loved vision of Tiberian Sun.
The world itself is much more urbanised and varied. When I replayed it in the s, it confirmed my suspicions about human nature during my "Fuck Imperialism, PhD" twenties. Unfortunately, it speaks to me even more now I'm in my "Fuck Everything" thirties. I played all the classic RTS games when they debuted in the s, but I couldn't tell you a thing about their stories now. Tiberian Sun is the lone title from that era that has stayed with me. How could you forget a game that's gone from being ridiculously outlandish to alarmingly plausible?
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Also, compared to previous games, the movie player in Tiberian Sun allowed for full-resolution movies as opposed to previous games where every other line was cut out using bit color depth and a 15FPS frame rate.
I still remember the first time we saw the movie in which the Mammoth Mk. II laid waste to an entire Nod base by itself; it left everyone in the room speechless. The final piece was the management team.
Balancing process. Balance is one of the things that can make or break a RTS game. Having made several RTS games before, the team knew how to balance a game. We started with two approaches: one scientific and one artistic.
Using the scientific approach, we started with the relatively simple idea that in a steady state units with an equivalent cost should do equivalent damage to one another. From here, we kept adding variables until we had a relatively playable game. The next step was a lot more artistic and was where experience really paid off, keeping the team from long periods of fumbling around blindly. We played countless games with each of us championing one side vs. We would get together after each game to compare notes, argue our points, get into fights, and then make one change at a time to the game and try it again until we were all satisfied with the results.
Even after the countless games we played against one another, we still got into shouting matches during close multiplayer games. Mission design is one of the most important elements of RTS games.
Based on experience with previous games, Westwood has established a series of processes that are used whenever a mission is created. The process begins with a mission design proposal submitted to the lead designer and producer.
The proposal is a two- to three-page document that contains summary information about the mission such as name, side, difficulty, map size, mission type, and so on. The mission briefing is included along with a description of what the briefing movie should be and all of the critical information that must be revealed to the player. Mission objectives are listed as they would appear in the game, along with specific information on how to achieve the objectives. Win and lose conditions are created, as well as descriptions of the victory and defeat movies that play at the end of a mission.
The last things included are all of the new voice and text messages used in the mission. Once this proposal has been approved, the map for the mission is sketched out on paper. When the designers finish sketching their mission, they proceed to the editor and begin to create the basic battlefield.
Terrain is laid down first, followed by buildings, roads, trees, and pavement. The final step to complete a mission is to take a map and add scripting, which takes approximately two-thirds of the time to create a mission.
One of the great things about Tiberian Sun is that the editor is tied directly into the game, which allowed designers to switch rapidly between the editor and the game. Tiberian Sun features a good blend of production such as building bases and non-production missions that keep the pace of the game interesting and challenging. Branching missions were added to give players the option of completing sub-missions before they tackled the main objective. By playing sub-missions first, the player makes the final objective easier and it gave the designers added granularity when creating the difficulty levels for the game.
The degree of hype and expectations that Tiberian Sun had to fulfill was staggering. We had a team of experienced developers who wanted to beat their own expectations while simultaneously building a game that would be everything the fans of the series expected and more. One of the things that we did not do was explore all of the new features to their logical conclusions.
This would have allowed us to do a lot more with a smaller feature set and provide an even better game. A perfect example of a feature that was begging to be used more is the dynamic-battlefield concept. We wound up cutting this particular feature because it caused path-finding problems.
Also, battles with heavy weapons would cause cratering of terrain which hindered unit movement. We could have used it to create more new strategies for players, and since it was one of the more expensive features in the game, we could have squeezed a lot more use out of it. Trying to fill the shoes left behind by Red Alert proved to be daunting. If you had asked a dozen people what they expected out of Tiberian Sun before it was released, you would have heard a dozen different answers.
We devoted a lot of effort to add as many features into the game as possible instead of just trying to make the best game we could. Tiberian Sun started strong and we developed a robust and large feature set we intended to fulfill.
The project started smoothly, but as we progressed, the temptation to add new features not included in the design document grew. These features arose out of shortfalls in the original design, omissions from the original design, and input from fans. Everybody stresses the importance of working off of a design document and not deviating from it. A team has to be able to incorporate new ideas during development if the final project is to be better.
However, the flip side of this idea is that the team must be able to cut features diplomatically when it is in the best interest of the project.
A perfect example of this was the ability to order a limited number of units through a drop-ship loading screen before a mission. This sounded like a great idea on paper and we had already coded it and incorporated it into the game.
Looking back at the project, I think we could have been more aggressive in cutting or changing certain features to make sure their returns were really worth the development investment.
Tiberian Sun features the most complex and highest-quality cinematic sequences Westwood has ever done. These movies help drive the story elements forward. However, these movies came at a very high price. Westwood has a soundstage with a bluescreen and in-house post-production capability that allowed us to handle the entire production ourselves.
Based on these past experiences, it was decided that we would push the limits of what we could do in Tiberian Sun. We started by fully storyboarding every scene in the script. From the storyboards, we built concept sketches of the major sets to be constructed practical as well as computer-generated and proceeded to build the sets. Before the shoot there was a three-month lead time for our team of six 3D artists to build the sets.
We wanted to have the sets percent complete so we would have camera and lighting information to match up with the live actors. For various reasons, the pre-production for Tiberian Sun was much shorter than it should have been. Anything you have to fix after the fact winds up being ten times as difficult and ten times more expensive than planning for it in the first place.
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